fix: update logic auto move to target of HP.
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@@ -601,8 +601,8 @@ public class CECHPWorkTrace : CECHPWork
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{
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if (IsGoodTimeToTouch())
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{
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OnTouchTarget();
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return true;
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//OnTouchTarget();
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//return true;
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if (m_pTraceObject.CanTouchFrom(m_pHost.GetPos() + new A3DVECTOR3(0f, m_pHost.m_CDRInfo.vExtent.y, 0f)))
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{
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OnTouchTarget();
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@@ -612,7 +612,7 @@ public class CECHPWorkTrace : CECHPWork
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}
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m_bCheckTouch = true;
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return true; // TO DO: remove later
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//return true; // TO DO: remove later
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if (!m_pHost.IsRooting())
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{
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// Continue tracing object
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@@ -863,6 +863,7 @@ public class CECHPWorkTrace : CECHPWork
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// Ajust direction only when player on ground
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A3DVECTOR3 vDirH = vTargetPos - vCurPos;
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Debug.DrawLine(EC_Utility.ToVector3(vCurPos), EC_Utility.ToVector3(vTargetPos), Color.blue, 10f);
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A3DVECTOR3 v = A3DFuncs.a3d_Normalize(vDirH);
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if (Math.Abs(v.y) > 0.9848f)
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{
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@@ -806,7 +806,7 @@ public abstract class CECPlayer : CECObject
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}
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}
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return pFashionConfig.Value;
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return pFashionConfig == null ? default : pFashionConfig.Value;
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}
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public int GetSelectedTarget()
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@@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:1e7b86c2516571fa81812b77127ba2caeef08f280d26b69313c1e21a52fa43b0
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oid sha256:af7af722085e0e9e436ab6c89964912b66531b0e6fbec6f79267e992beb20687
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size 532497061
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@@ -73,7 +73,7 @@ public class CECHostPlayer : CECPlayer
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private float radiusEpsilon = 0.005f;
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[Tooltip("Layer mặt đất")] [SerializeField]
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private LayerMask groundMask;
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private LayerMask groundMask = 1<<6;
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[Tooltip("Layer mặt đất")] [SerializeField]
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private float slopeToleranceDeg = 2f;
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@@ -240,7 +240,7 @@ public class CECHostPlayer : CECPlayer
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{
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// 1) Kiểm tra grounded bằng SphereCast ngắn dựa trên radius + skinWidth
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isGrounded = GroundCheck(out lastGroundHit);
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m_GndInfo.bOnGround = isGrounded;
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// 2) Input tạm thời: giữ nguyên như bạn
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if (UnityEngine.Input.GetKeyDown(KeyCode.LeftShift)) SetStatusRun(true);
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if (UnityEngine.Input.GetKeyUp(KeyCode.LeftShift)) SetStatusRun(false);
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@@ -1296,6 +1296,9 @@ public class CECHostPlayer : CECPlayer
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else
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fRange = m_ExtProps.ak.AttackRange * 0.7f;
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fRange = 2.31f;
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Debug.LogError("fDist - fTargetRad = " + (fDist - fTargetRad));
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if (fDist - fTargetRad <= fRange)
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return true;
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